SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-19-09, 10:18 PM   #1621
The_Pharoah
Soundman
 
Join Date: Apr 2005
Posts: 142
Downloads: 51
Uploads: 0
Default

hi guys

just out of interest, am I able to do night surface runs on a convoy as they did IRL or does the AI have an 'uber eye' ie. its always bright as day to them?

I tried that previously but got spotted every time (even at 2am with no moon!).
The_Pharoah is offline   Reply With Quote
Old 11-19-09, 10:26 PM   #1622
WarlordATF
Frogman
 
Join Date: Oct 2009
Location: SW Florida
Posts: 288
Downloads: 105
Uploads: 0
Default

Quote:
Originally Posted by Radio View Post
Wow, good work, Ducimus

Like WarlordATF I only have a minor bug to report: The compass needle in the Balao Conning Tower is missing. Nothing serious.

I especially like the new periscopes, very good work there!
Actually that compass is fine, It does not have a needle because the entire face rotates so that the direction your heading is always pointed up.

Again i have to say what a great mod this is and thank everyone involved in it!

Also, Ducimus, you are far too humble, you have done an amazing job and really improved SH4, Thank You!

Edit: Sorry Radio, did not see your post above.

EDIT 2: I should have said Heading Indicator instead of compass, OOPS lol.

Last edited by WarlordATF; 11-19-09 at 10:51 PM.
WarlordATF is offline   Reply With Quote
Old 11-19-09, 10:37 PM   #1623
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Quote:
Originally Posted by The_Pharoah View Post
hi guys

just out of interest, am I able to do night surface runs on a convoy as they did IRL or does the AI have an 'uber eye' ie. its always bright as day to them?

I tried that previously but got spotted every time (even at 2am with no moon!).
Keep your bow pointed toward the enemy to minimize your silloutte, and keep your speed down to around 7 kts i think when you get within 4 000 to 5 000 yards. Against single merchant's you'll be able to approach them quite easily. Against escorted traffic, you'll have to be more cautious as warships can see farther then merchants. I can usually get to within 2,000 to 3,000 yards and not be seen. Turn about though, is another story.
Ducimus is offline   Reply With Quote
Old 11-19-09, 10:46 PM   #1624
I'm goin' down
Ocean Warrior
 
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
Default ???

my boat has two machine guns and two deck guns. How do I use both of them, as when I checked via the camera, the crew only manned one of them and one machine gun. Am I supposed to have two deck guns? I activated the aft and stern guns. Was that a mistake? I can live with one deck gun and be quite happy.

I thought there was a tour of truk lagon in the 1.9 set up. Now that I think about it, it is probably part of Coratio's mod (Coratio's_SH4_TrukCoralHarbourCity Locations)? I am too tired to look. I have been in setup hell for four days. If it is, I mixed it up with your mod. A truk mission is included in the download. You float around truk touring all of the sites and sink the Yamato (at least you are supposed to sink it). I got pounded each time. The mod I referred to in my post is the main part of the mod and is i intended to complete a truk layout. He probably added the mission to show it off in a mission scenario.

Easy AoB is a terrific mod. When you adjust the AoB dial on 'the upper right, the Target ship on the upper left adjusts accordingly even if the PK is not activated. It is listed in Neal's sticky re mods. It had over 6,000 hits the last time I looked, which was months ago. It is desgined to be incorporated into all major mods including TMO. It is an aid for determining AoB and aspect ratio.

I tried playing some single missions dealing with O'Kane. There a number of them. The O'Kane Mission No. 1 crashed and may need to be updated to work with 1.9. Mission No. 2 had too many planes, and my crew dials were hidden behind the the speed dials, so I got taken out by a plane, followed by a destroyer who attacked right afterwards. Its the same old story. I play TMO. TMO kicks my ass regardless. I play a mission with TMO, and get a double ass kicking. I'll win tomorrow (famous last words!)

Last edited by I'm goin' down; 11-19-09 at 11:03 PM.
I'm goin' down is offline   Reply With Quote
Old 11-19-09, 10:55 PM   #1625
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

>>my boat has two machine guns and two deck guns.


What boat? Only one boat has two deck guns currently, and thats the Narwhal. I may pimp out the tench later with a 2nd deck gun and two 50 cals, in addition to the two 40MM mounts but thats another story for another day.

I suspect that 2nd "deck gun" your seeing is infact, a twin 20MM. You can control it just like any of the other two AA guns. Keep pressing F10 or F11 (forget which) to cycle flak gun views, it's there.
Ducimus is offline   Reply With Quote
Old 11-19-09, 11:28 PM   #1626
I'm goin' down
Ocean Warrior
 
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
Default okay

I think I got the gun thing straight. When I click on the weapons/sensors on the boat button, nothing happens. It is me or that what is supposed to happen?
I'm goin' down is offline   Reply With Quote
Old 11-19-09, 11:43 PM   #1627
The_Pharoah
Soundman
 
Join Date: Apr 2005
Posts: 142
Downloads: 51
Uploads: 0
Default

Quote:
Originally Posted by Ducimus View Post
Keep your bow pointed toward the enemy to minimize your silloutte, and keep your speed down to around 7 kts i think when you get within 4 000 to 5 000 yards. Against single merchant's you'll be able to approach them quite easily. Against escorted traffic, you'll have to be more cautious as warships can see farther then merchants. I can usually get to within 2,000 to 3,000 yards and not be seen. Turn about though, is another story.
THanks mate, I might try that.
The_Pharoah is offline   Reply With Quote
Old 11-20-09, 01:33 AM   #1628
VonGlaus
Gunner
 
Join Date: Apr 2008
Posts: 92
Downloads: 30
Uploads: 0
Default

Thank You! Now to help double your download count...
VonGlaus is offline   Reply With Quote
Old 11-20-09, 03:46 AM   #1629
Roger Dodger
Sonar Guy
 
Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
Default

Thanx for all you do, Ducimus. I'm looking forward to enabling TMO 1.9 (just as soon as I finish up the war with 1.7). The delay may allow Lurker to work out all the bugs with RSRDC so the two will work well together.

Thanx again
__________________
Roger Dodger is offline   Reply With Quote
Old 11-20-09, 05:42 AM   #1630
SteveUK
Helmsman
 
Join Date: May 2009
Location: Essex, England
Posts: 107
Downloads: 87
Uploads: 0
Default

Hi Ducimus

This mod looks and plays fantastic what a piece of art

just wondered if you or anyone else would be able to help me.

Just encountered a single merchant in the southern Luzon straights at night, was surfaced and closed to the ship to try out the deckgun. New career and S class boat.

The merchie open fire on me and did get some hits on my sub but I didnt get any damage or the we're under attack call. Is this right or have I somehow loused up the install of your excellent mod?

Sorry for raising this question if I've missed something or installed incorrectly.

And thanks again for all the hard work you and everyone else has put into this.
SteveUK is offline   Reply With Quote
Old 11-20-09, 07:09 AM   #1631
Javelin
Gunner
 
Join Date: Aug 2005
Location: New York city
Posts: 98
Downloads: 189
Uploads: 0
Default

Thank you Ducimus for all your hard work in making SH4 a great sim. Your mods are alwasys A1
Javelin is offline   Reply With Quote
Old 11-20-09, 12:07 PM   #1632
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Uploaded one of the optional mods i've been procrastinating on. It's all of Foobar's sub skins that i reworked a little. This is set up to be a total skin replacement.

At any rate,

- compiled Foofighters subskins
- reduced size of skins from 2048 to stock dimension of 1024
- added back missing textures
- made file adjusments so MS/32 upgrade should work properly.
- changed shade/ tone of deck/AA guns to be a better match with new skins.


D/L:
http://www.filefront.com/14960127/TMO-FooSkins.7z/
Ducimus is offline   Reply With Quote
Old 11-20-09, 01:36 PM   #1633
Carotio
Mr. Bad Wolf
 
Carotio's Avatar
 
Join Date: Aug 2005
Location: Aabenraa, Denmark
Posts: 1,488
Downloads: 47
Uploads: 0


Default

Quote:
Originally Posted by I'm goin' down View Post
I thought there was a tour of truk lagon in the 1.9 set up. Now that I think about it, it is probably part of Coratio's mod (Coratio's_SH4_TrukCoralHarbourCity Locations)? I am too tired to look. I have been in setup hell for four days. If it is, I mixed it up with your mod. A truk mission is included in the download. You float around truk touring all of the sites and sink the Yamato (at least you are supposed to sink it). I got pounded each time. The mod I referred to in my post is the main part of the mod and is i intended to complete a truk layout. He probably added the mission to show it off in a mission scenario.
Initially, I actually thought Ducimus had added the Truk mod of mine, given that he wrote credits to lurker_hlb3 for Truk, but that was apparently only campaign files, cause I checked after I had unpacked it. The terrain changes which I made are not in TMO 1.9, but I guess it can be added without problems, if the traffic in and around Truk is from RSRDC.
And yes, the single mission I made is just to have a look at the changed terrain, so the sinking of the Yamato is just a little bonus...

@Ducimus,
As I wrote in the pm in SHMF, you could have used it without problems. Since I think it's a must have in a PTO mod.
__________________

Download my mods from SHMF
Follow my photography here
taler dansk, speak English, spreche Deutsch, parle fraais, forstår svenska/norsk, comprendo castellano
Carotio is offline   Reply With Quote
Old 11-20-09, 01:57 PM   #1634
I'm goin' down
Ocean Warrior
 
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
Default coratio re Truk layout and test mission

Thanks. Who can turn down an opportunity to sink a Yamato? NOT ME! It will take three hits to sink it, because I have hit it twice on two occasions and it has not budged. Also, don't tell the dds. There are about 5 of them, and they are tigers who do not let go when they grab your tail. For good measure, try to sink the tanker moored in the port near the Yamato.

[TMO 1.9 to play with, Easy AoB mod and Solution Solver program to sink the target, Great White mod (1. it is hunting Rockin Robbins and has swallowed Neal's chrometer so you know when it is around. 2. for recycling purposes), and the MoBio program (we know you map fanatics can't resist it.) -- Life couldn't be better on the high seas!!]
I'm goin' down is offline   Reply With Quote
Old 11-20-09, 02:30 PM   #1635
Torps
Captain
 
Join Date: May 2007
Location: Phoenix
Posts: 496
Downloads: 148
Uploads: 0
Nice job

Ducimus great job as always. Nice to see RL has not taken you away from modding SH4 like it has some of your fellow modding brotherin. Keep up the great work.
__________________
Torps

Contributor
PE for ROW
Reflections on Water
ROW Sound Effects


R.I.P Dave Bunnel aka LeoVampire
Torps is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:05 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.